// Define all terrain objects in here

turf/terrain/
	name = "land"
	icon = 'gras.png'
	//description = "A lonely field"

	New()
		//icon = pick('gras.png', 'gras.png', 'gras.png', 'gras.png','cr8r.png', 'cr8r2.png')
		//icon = DrawGrass()

		spawn(100)
			icon = grasstiles[rand(1,20)]
		..()

	Entered()
		usr << description
		..()

	proc/UpdateT() // this proc will update the tile's graphics according to its disrepair, surrounding enviroment and stuff

		// Graphics stuff
		icon_state = "[name]_[state]"

	verb/DebugGoat(tile as num)
		icon = grasstiles[tile]
		world << "The icon is now [icon]"

turf/terrain/grass/
	//New()
	//	..()
	//	icon = DrawGrass()


turf/terrain/road

turf/start

turf/terrain/var
	movement_cost = 100 // how much movement points does it cost to move?
	rad = 0 // is the area radioactive?
	pol = 0 // is the air in this area polluted?
	state = 4 // There are five stages of disrepair, 4: Intact 3: Slightly Damaged 2: Moderately Damaged 1: Ruined 0: A pile of rubble

	description = "A lonely field.."